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InsideQC Forums • View topic - [SOLVED]Why sending entity with FTE is so hard?

[SOLVED]Why sending entity with FTE is so hard?

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[SOLVED]Why sending entity with FTE is so hard?

Postby toneddu2000 » Sun Sep 14, 2014 9:22 pm

Last edited by toneddu2000 on Thu Sep 25, 2014 12:07 am, edited 1 time in total.
- my first commercial game, made with FTEQW game engine
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Re: Why sending entity with FTE is so hard?

Postby Spike » Sun Sep 14, 2014 11:06 pm

ignore .Version in both engines. its deprecated and may end up getting removed some time.
use SendFlags instead. set some flag, any flag, each time the entity is updated just like you currently do with Version. For players, that would generally be in PlayerPostThink. you're meant to be able to set different flags to ensure your SendEntity function gets passed a copy of only the flags that were updated, so you can be more network efficient.

the #define magic pulls out different args for the different times that the eclasses define is evalulated, allowing the list of classes to be defined in only one place instead of having to shove info about each and every new class in 5+ different QC files/locations.
its me overcomplicating things by trying to be clean by being terse.

its been a while since I actually tried a mod in which ownership of players is given purely to qc. I guess its time I re-tested that.
.
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Mon Sep 15, 2014 3:18 pm

- my first commercial game, made with FTEQW game engine
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Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Tue Sep 16, 2014 11:32 am

- my first commercial game, made with FTEQW game engine
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Posts: 1395
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Location: Italy

Re: Why sending entity with FTE is so hard?

Postby Spike » Tue Sep 16, 2014 2:45 pm

.
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Tue Sep 16, 2014 3:53 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Why sending entity with FTE is so hard?

Postby Spike » Tue Sep 16, 2014 5:01 pm

you have no playerprethink nor playerpostthink (and thus also still lacks any automatic SendFlags updates).
your ssqc is not setting the player's origin (spawning at '0 0 0').
your player is left with movetype_none (completely unable to move even if you use the give command to poke stuff).
.
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Tue Sep 16, 2014 9:47 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Why sending entity with FTE is so hard?

Postby Spike » Tue Sep 16, 2014 10:50 pm

your size is inside out, and your player is overweight.
(I fixed a bug some time around the classic preset that was snapping the player to '0 0 0' if they spawned stuck, and your messed up size will generally trigger that)
setsize (self, '-16 -16 -24', '16 16 32');
use instead or something

also, your player has health=0, which generally results in movetype_walk not being allowed to accelerate the player, meaning you can't move. give him some health, make him not dead.
.
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Tue Sep 16, 2014 11:02 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
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Re: Why sending entity with FTE is so hard?

Postby Spike » Wed Sep 17, 2014 12:33 am

you missed ClientConnect and ClientDisconnect too.
.
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Wed Sep 17, 2014 1:15 am

Thanks Spike, at least that error message disappeared! :D
Still black screen, though.
Can you please post the code you said it worked on your pc? Because, if neither that doesn't work on my pc, well, I'll see later what to do! :D
Thanks again
- my first commercial game, made with FTEQW game engine
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Mon Sep 22, 2014 6:38 pm

- my first commercial game, made with FTEQW game engine
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Posts: 1395
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Re: Why sending entity with FTE is so hard?

Postby toneddu2000 » Wed Sep 24, 2014 10:09 am

come on guys, really NO ONE used csqctest on FTE and tried a normal quake3 map? Well that's impossible! :D If no one can help I'll be forced to use Darkplaces, but I'm pretty disappointed I couldn't figure out this basic issue. Well, thinking about it, maybe it's better fail at start than build a completely project and then realize it's impossible to go further with the development! :lol:
- my first commercial game, made with FTEQW game engine
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Re: Why sending entity with FTE is so hard?

Postby ceriux » Wed Sep 24, 2014 9:09 pm

are you sure you're spawning your player at the proper entities ?
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